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No commits in common. "5a0c27637e1d2b450637df3909d84e9f6e3b9199" and "1fb66e9d75c4eeb62aeb3405769d081bc3996577" have entirely different histories.

15 changed files with 66 additions and 114 deletions

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@ -378,7 +378,10 @@ void PlayerbotAI::UpdateAIGroupMembership()
PlayerbotAI* leaderAI = GET_PLAYERBOT_AI(leader);
if (leaderAI && !leaderAI->IsRealPlayer())
{
LeaveOrDisbandGroup();
WorldPacket* packet = new WorldPacket(CMSG_GROUP_DISBAND);
bot->GetSession()->QueuePacket(packet);
// bot->RemoveFromGroup();
ResetStrategies();
}
}
}
@ -402,7 +405,10 @@ void PlayerbotAI::UpdateAIGroupMembership()
}
if (!hasRealPlayer)
{
LeaveOrDisbandGroup();
WorldPacket* packet = new WorldPacket(CMSG_GROUP_DISBAND);
bot->GetSession()->QueuePacket(packet);
// bot->RemoveFromGroup();
ResetStrategies();
}
}
}
@ -785,16 +791,6 @@ void PlayerbotAI::Reset(bool full)
}
}
void PlayerbotAI::LeaveOrDisbandGroup()
{
if (!bot || !bot->GetGroup() || IsRealPlayer())
return;
WorldPacket* packet = new WorldPacket(CMSG_GROUP_DISBAND);
bot->GetSession()->QueuePacket(packet);
ResetStrategies();
}
bool PlayerbotAI::IsAllowedCommand(std::string const text)
{
if (unsecuredCommands.empty())

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@ -415,7 +415,6 @@ public:
void ResetStrategies(bool load = false);
void ReInitCurrentEngine();
void Reset(bool full = false);
void LeaveOrDisbandGroup();
static bool IsTank(Player* player, bool bySpec = false);
static bool IsHeal(Player* player, bool bySpec = false);
static bool IsDps(Player* player, bool bySpec = false);
@ -602,7 +601,6 @@ public:
NewRpgInfo rpgInfo;
NewRpgStatistic rpgStatistic;
std::unordered_set<uint32> lowPriorityQuest;
time_t bgReleaseAttemptTime = 0;
// Schedules a callback to run once after <delayMs> milliseconds.
void AddTimedEvent(std::function<void()> callback, uint32 delayMs);

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@ -514,7 +514,7 @@ void PlayerbotHolder::OnBotLogin(Player* const bot)
if (!groupValid)
{
botAI->LeaveOrDisbandGroup();
bot->RemoveFromGroup();
}
}

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@ -87,8 +87,7 @@ public:
PLAYERHOOK_ON_BEFORE_CRITERIA_PROGRESS,
PLAYERHOOK_ON_BEFORE_ACHI_COMPLETE,
PLAYERHOOK_CAN_PLAYER_USE_PRIVATE_CHAT,
PLAYERHOOK_ON_GIVE_EXP,
PLAYERHOOK_ON_BEFORE_TELEPORT
PLAYERHOOK_ON_GIVE_EXP
}) {}
void OnPlayerLogin(Player* player) override
@ -122,26 +121,6 @@ public:
}
}
bool OnPlayerBeforeTeleport(Player* player, uint32 mapid, float /*x*/, float /*y*/, float /*z*/, float /*orientation*/, uint32 /*options*/, Unit* /*target*/) override
{
// Only apply to bots to prevent affecting real players
if (!player || !player->GetSession()->IsBot())
return true;
// If changing maps, proactively clean visibility references to prevent
// stale pointers in other players' visibility maps during the teleport.
// This fixes a race condition where:
// 1. Bot A teleports and its visible objects start getting cleaned up
// 2. Bot B is simultaneously updating visibility and tries to access objects in Bot A's old visibility map
// 3. Those objects may already be freed, causing a segmentation fault
if (player->GetMapId() != mapid && player->IsInWorld())
{
player->GetObjectVisibilityContainer().CleanVisibilityReferences();
}
return true; // Allow teleport to continue
}
void OnPlayerAfterUpdate(Player* player, uint32 diff) override
{
if (PlayerbotAI* botAI = GET_PLAYERBOT_AI(player))

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@ -1517,38 +1517,33 @@ bool RandomPlayerbotMgr::ProcessBot(uint32 bot)
return false;
}
bool RandomPlayerbotMgr::ProcessBot(Player* bot)
bool RandomPlayerbotMgr::ProcessBot(Player* player)
{
uint32 bot = player->GetGUID().GetCounter();
PlayerbotAI* botAI = GET_PLAYERBOT_AI(bot);
if (!botAI)
if (player->InBattleground())
return false;
if (bot->InBattleground())
if (player->InBattlegroundQueue())
return false;
if (bot->InBattlegroundQueue())
return false;
uint32 botId = bot->GetGUID().GetCounter();
// if death revive
if (bot->isDead())
if (player->isDead())
{
if (!GetEventValue(botId, "dead"))
if (!GetEventValue(bot, "dead"))
{
uint32 randomTime =
urand(sPlayerbotAIConfig->minRandomBotReviveTime, sPlayerbotAIConfig->maxRandomBotReviveTime);
LOG_DEBUG("playerbots", "Mark bot {} as dead, will be revived in {}s.", bot->GetName().c_str(),
LOG_DEBUG("playerbots", "Mark bot {} as dead, will be revived in {}s.", player->GetName().c_str(),
randomTime);
SetEventValue(botId, "dead", 1, sPlayerbotAIConfig->maxRandomBotInWorldTime);
SetEventValue(botId, "revive", 1, randomTime);
SetEventValue(bot, "dead", 1, sPlayerbotAIConfig->maxRandomBotInWorldTime);
SetEventValue(bot, "revive", 1, randomTime);
return false;
}
if (!GetEventValue(botId, "revive"))
if (!GetEventValue(bot, "revive"))
{
Revive(bot);
Revive(player);
return true;
}
@ -1556,31 +1551,34 @@ bool RandomPlayerbotMgr::ProcessBot(Player* bot)
}
// leave group if leader is rndbot
Group* group = bot->GetGroup();
Group* group = player->GetGroup();
if (group && !group->isLFGGroup() && IsRandomBot(group->GetLeader()))
{
botAI->LeaveOrDisbandGroup();
LOG_INFO("playerbots", "Bot {} remove from group since leader is random bot.", bot->GetName().c_str());
player->RemoveFromGroup();
LOG_INFO("playerbots", "Bot {} remove from group since leader is random bot.", player->GetName().c_str());
}
// only randomize and teleport idle bots
bool idleBot = false;
if (TravelTarget* target = botAI->GetAiObjectContext()->GetValue<TravelTarget*>("travel target")->Get())
PlayerbotAI* botAI = GET_PLAYERBOT_AI(player);
if (botAI)
{
if (target->getTravelState() == TravelState::TRAVEL_STATE_IDLE)
if (TravelTarget* target = botAI->GetAiObjectContext()->GetValue<TravelTarget*>("travel target")->Get())
{
if (target->getTravelState() == TravelState::TRAVEL_STATE_IDLE)
{
idleBot = true;
}
}
else
{
idleBot = true;
}
}
else
{
idleBot = true;
}
if (idleBot)
{
// randomize
uint32 randomize = GetEventValue(botId, "randomize");
uint32 randomize = GetEventValue(bot, "randomize");
if (!randomize)
{
// bool randomiser = true;
@ -1604,12 +1602,12 @@ bool RandomPlayerbotMgr::ProcessBot(Player* bot)
// }
// if (randomiser)
// {
Randomize(bot);
LOG_DEBUG("playerbots", "Bot #{} {}:{} <{}>: randomized", botId,
bot->GetTeamId() == TEAM_ALLIANCE ? "A" : "H", bot->GetLevel(), bot->GetName());
Randomize(player);
LOG_DEBUG("playerbots", "Bot #{} {}:{} <{}>: randomized", bot,
player->GetTeamId() == TEAM_ALLIANCE ? "A" : "H", player->GetLevel(), player->GetName());
uint32 randomTime =
urand(sPlayerbotAIConfig->minRandomBotRandomizeTime, sPlayerbotAIConfig->maxRandomBotRandomizeTime);
ScheduleRandomize(botId, randomTime);
ScheduleRandomize(bot, randomTime);
return true;
}
@ -1621,15 +1619,15 @@ bool RandomPlayerbotMgr::ProcessBot(Player* bot)
// return true;
// }
uint32 teleport = GetEventValue(botId, "teleport");
uint32 teleport = GetEventValue(bot, "teleport");
if (!teleport)
{
LOG_DEBUG("playerbots", "Bot #{} <{}>: teleport for level and refresh", botId, bot->GetName());
Refresh(bot);
RandomTeleportForLevel(bot);
LOG_DEBUG("playerbots", "Bot #{} <{}>: teleport for level and refresh", bot, player->GetName());
Refresh(player);
RandomTeleportForLevel(player);
uint32 time = urand(sPlayerbotAIConfig->minRandomBotTeleportInterval,
sPlayerbotAIConfig->maxRandomBotTeleportInterval);
ScheduleTeleport(botId, time);
ScheduleTeleport(bot, time);
return true;
}
}
@ -1773,7 +1771,6 @@ void RandomPlayerbotMgr::RandomTeleport(Player* bot, std::vector<WorldLocation>&
PlayerbotAI* botAI = GET_PLAYERBOT_AI(bot);
if (botAI)
botAI->Reset(true);
bot->RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_TELEPORTED | AURA_INTERRUPT_FLAG_CHANGE_MAP);
bot->TeleportTo(loc.GetMapId(), x, y, z, 0);
bot->SendMovementFlagUpdate();
@ -2379,10 +2376,6 @@ void RandomPlayerbotMgr::IncreaseLevel(Player* bot)
void RandomPlayerbotMgr::RandomizeFirst(Player* bot)
{
PlayerbotAI* botAI = GET_PLAYERBOT_AI(bot);
if (!botAI)
return;
uint32 maxLevel = sPlayerbotAIConfig->randomBotMaxLevel;
if (maxLevel > sWorld->getIntConfig(CONFIG_MAX_PLAYER_LEVEL))
maxLevel = sWorld->getIntConfig(CONFIG_MAX_PLAYER_LEVEL);
@ -2440,6 +2433,7 @@ void RandomPlayerbotMgr::RandomizeFirst(Player* bot)
}
SetValue(bot, "level", level);
PlayerbotFactory factory(bot, level);
factory.Randomize(false);
@ -2461,10 +2455,11 @@ void RandomPlayerbotMgr::RandomizeFirst(Player* bot)
PlayerbotsDatabase.Execute(stmt);
// teleport to a random inn for bot level
botAI->Reset(true);
if (GET_PLAYERBOT_AI(bot))
GET_PLAYERBOT_AI(bot)->Reset(true);
if (bot->GetGroup())
botAI->LeaveOrDisbandGroup();
bot->RemoveFromGroup();
if (pmo)
pmo->finish();
@ -2474,13 +2469,12 @@ void RandomPlayerbotMgr::RandomizeFirst(Player* bot)
void RandomPlayerbotMgr::RandomizeMin(Player* bot)
{
PlayerbotAI* botAI = GET_PLAYERBOT_AI(bot);
if (!botAI)
return;
PerformanceMonitorOperation* pmo = sPerformanceMonitor->start(PERF_MON_RNDBOT, "RandomizeMin");
uint32 level = sPlayerbotAIConfig->randomBotMinLevel;
SetValue(bot, "level", level);
PlayerbotFactory factory(bot, level);
factory.Randomize(false);
@ -2502,10 +2496,11 @@ void RandomPlayerbotMgr::RandomizeMin(Player* bot)
PlayerbotsDatabase.Execute(stmt);
// teleport to a random inn for bot level
botAI->Reset(true);
if (GET_PLAYERBOT_AI(bot))
GET_PLAYERBOT_AI(bot)->Reset(true);
if (bot->GetGroup())
botAI->LeaveOrDisbandGroup();
bot->RemoveFromGroup();
if (pmo)
pmo->finish();
@ -2587,7 +2582,7 @@ void RandomPlayerbotMgr::Refresh(Player* bot)
bot->SetMoney(money + 500 * sqrt(urand(1, bot->GetLevel() * 5)));
if (bot->GetGroup())
botAI->LeaveOrDisbandGroup();
bot->RemoveFromGroup();
if (pmo)
pmo->finish();
@ -3095,7 +3090,6 @@ void RandomPlayerbotMgr::OnPlayerLogin(Player* player)
} while (true);
}
player->RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_TELEPORTED | AURA_INTERRUPT_FLAG_CHANGE_MAP);
player->TeleportTo(botPos);
// player->Relocate(botPos.getX(), botPos.getY(), botPos.getZ(), botPos.getO());

View File

@ -176,7 +176,6 @@ bool BGJoinAction::gatherArenaTeam(ArenaType type)
continue;
memberBotAI->Reset();
member->RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_TELEPORTED | AURA_INTERRUPT_FLAG_CHANGE_MAP);
member->TeleportTo(bot->GetMapId(), bot->GetPositionX(), bot->GetPositionY(), bot->GetPositionZ(), 0);
LOG_INFO("playerbots", "Bot {} <{}>: Member of <{}>", member->GetGUID().ToString().c_str(),

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@ -4289,15 +4289,9 @@ bool ArenaTactics::moveToCenter(Battleground* bg)
{
// they like to hang around at the tip of the pipes doing nothing, so we just teleport them down
if (bot->GetDistance(1333.07f, 817.18f, 13.35f) < 4)
{
bot->RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_TELEPORTED | AURA_INTERRUPT_FLAG_CHANGE_MAP);
bot->TeleportTo(bg->GetMapId(), 1330.96f, 816.75f, 3.2f, bot->GetOrientation());
}
if (bot->GetDistance(1250.13f, 764.79f, 13.34f) < 4)
{
bot->RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_TELEPORTED | AURA_INTERRUPT_FLAG_CHANGE_MAP);
bot->TeleportTo(bg->GetMapId(), 1252.19f, 765.41f, 3.2f, bot->GetOrientation());
}
}
break;
case BATTLEGROUND_RV:

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@ -106,7 +106,6 @@ bool FollowChatShortcutAction::Execute(Event event)
else
botAI->TellMaster("You are too far away from me! I will there soon.");
bot->RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_TELEPORTED | AURA_INTERRUPT_FLAG_CHANGE_MAP);
bot->TeleportTo(master->GetMapId(), master->GetPositionX(), master->GetPositionY(), master->GetPositionZ(),
master->GetOrientation()); return true;
}

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@ -72,10 +72,8 @@ bool UninviteAction::Execute(Event event)
bool LeaveGroupAction::Leave(Player* player)
{
if (player &&
!botAI &&
if (player && !GET_PLAYERBOT_AI(player) &&
!botAI->GetSecurity()->CheckLevelFor(PLAYERBOT_SECURITY_INVITE, false, player))
return false;
bool aiMaster = GET_PLAYERBOT_AI(botAI->GetMaster()) != nullptr;
@ -86,7 +84,7 @@ bool LeaveGroupAction::Leave(Player* player)
bool shouldStay = randomBot && bot->GetGroup() && player == bot;
if (!shouldStay)
{
botAI->LeaveOrDisbandGroup();
bot->RemoveFromGroup();
}
if (randomBot)

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@ -1148,7 +1148,6 @@ bool MovementAction::Follow(Unit* target, float distance, float angle)
if ((target->GetMap() && target->GetMap()->IsBattlegroundOrArena()) || (bot->GetMap() &&
bot->GetMap()->IsBattlegroundOrArena())) return false;
bot->RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_TELEPORTED | AURA_INTERRUPT_FLAG_CHANGE_MAP);
bot->TeleportTo(target->GetMapId(), x, y, z, bot->GetOrientation());
}
else
@ -1176,7 +1175,6 @@ bool MovementAction::Follow(Unit* target, float distance, float angle)
bot->CombatStop(true);
botAI->TellMasterNoFacing("I will there soon.");
bot->RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_TELEPORTED | AURA_INTERRUPT_FLAG_CHANGE_MAP);
bot->TeleportTo(target->GetMapId(), target->GetPositionX(), target->GetPositionY(), target->GetPositionZ(),
target->GetOrientation()); return false;
}

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@ -147,7 +147,6 @@ bool AutoReleaseSpiritAction::HandleBattlegroundSpiritHealer()
// and in IOC it's not within clicking range when they res in own base
// Teleport to nearest friendly Spirit Healer when not currently in range of one.
bot->RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_TELEPORTED | AURA_INTERRUPT_FLAG_CHANGE_MAP);
bot->TeleportTo(bot->GetMapId(), spiritHealer->GetPositionX(), spiritHealer->GetPositionY(), spiritHealer->GetPositionZ(), 0.f);
RESET_AI_VALUE(bool, "combat::self target");
RESET_AI_VALUE(WorldPosition, "current position");
@ -192,11 +191,12 @@ bool AutoReleaseSpiritAction::ShouldDelayBattlegroundRelease() const
{
// The below delays release to spirit with 6 seconds.
// This prevents currently casted (ranged) spells to be re-directed to the died bot's ghost.
const int32_t botId = bot->GetGUID().GetRawValue();
// If the bot already is a spirit, reset release time and return true
// If the bot already is a spirit, erase release time and return true
if (bot->HasPlayerFlag(PLAYER_FLAGS_GHOST))
{
botAI->bgReleaseAttemptTime = 0;
m_botReleaseTimes.erase(botId);
return true;
}
@ -204,13 +204,14 @@ bool AutoReleaseSpiritAction::ShouldDelayBattlegroundRelease() const
const time_t now = time(nullptr);
constexpr time_t RELEASE_DELAY = 6;
if (botAI->bgReleaseAttemptTime == 0)
botAI->bgReleaseAttemptTime = now;
auto& lastReleaseTime = m_botReleaseTimes[botId];
if (lastReleaseTime == 0)
lastReleaseTime = now;
if (now - botAI->bgReleaseAttemptTime < RELEASE_DELAY)
if (now - lastReleaseTime < RELEASE_DELAY)
return false;
botAI->bgReleaseAttemptTime = 0;
m_botReleaseTimes.erase(botId);
return true;
}
@ -243,7 +244,6 @@ int64 RepopAction::CalculateDeadTime() const
void RepopAction::PerformGraveyardTeleport(const GraveyardStruct* graveyard) const
{
bot->RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_TELEPORTED | AURA_INTERRUPT_FLAG_CHANGE_MAP);
bot->TeleportTo(graveyard->Map, graveyard->x, graveyard->y, graveyard->z, 0.f);
RESET_AI_VALUE(bool, "combat::self target");
RESET_AI_VALUE(WorldPosition, "current position");

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@ -38,6 +38,7 @@ private:
bool ShouldAutoRelease() const;
bool ShouldDelayBattlegroundRelease() const;
inline static std::unordered_map<uint32_t, time_t> m_botReleaseTimes;
time_t m_bgGossipTime = 0;
};

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@ -169,7 +169,6 @@ bool FindCorpseAction::Execute(Event event)
if (deadTime > delay)
{
bot->GetMotionMaster()->Clear();
bot->RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_TELEPORTED | AURA_INTERRUPT_FLAG_CHANGE_MAP);
bot->TeleportTo(moveToPos.getMapId(), moveToPos.getX(), moveToPos.getY(), moveToPos.getZ(), 0);
}
@ -351,7 +350,6 @@ bool SpiritHealerAction::Execute(Event event)
// if (!botAI->HasActivePlayerMaster())
// {
context->GetValue<uint32>("death count")->Set(dCount + 1);
bot->RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_TELEPORTED | AURA_INTERRUPT_FLAG_CHANGE_MAP);
return bot->TeleportTo(ClosestGrave->Map, ClosestGrave->x, ClosestGrave->y, ClosestGrave->z, 0.f);
// }

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@ -225,7 +225,6 @@ bool SummonAction::Teleport(Player* summoner, Player* player)
player->GetMotionMaster()->Clear();
AI_VALUE(LastMovement&, "last movement").clear();
player->RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_TELEPORTED | AURA_INTERRUPT_FLAG_CHANGE_MAP);
player->TeleportTo(mapId, x, y, z, 0);
if (botAI->HasStrategy("stay", botAI->GetState()))

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@ -67,7 +67,6 @@ bool NewRpgBaseAction::MoveFarTo(WorldPosition dest)
bot->GetName(), bot->GetPositionX(), bot->GetPositionY(), bot->GetPositionZ(), bot->GetMapId(),
dest.GetPositionX(), dest.GetPositionY(), dest.GetPositionZ(), dest.getMapId(), bot->GetZoneId(),
zone_name);
bot->RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_TELEPORTED | AURA_INTERRUPT_FLAG_CHANGE_MAP);
return bot->TeleportTo(dest);
}